jumpstorm/engine/systems/NetworkUpdate.ts

73 lines
1.9 KiB
TypeScript

import { System, SystemNames } from '.';
import { Game } from '../Game';
import { ComponentNames } from '../components';
import {
type MessageQueueProvider,
type MessagePublisher,
type MessageProcessor,
MessageType,
EntityUpdateBody
} from '../network';
export class NetworkUpdate extends System {
private queueProvider: MessageQueueProvider;
private publisher: MessagePublisher;
private messageProcessor: MessageProcessor;
private entityUpdateTimers: Map<string, number>;
constructor(
queueProvider: MessageQueueProvider,
publisher: MessagePublisher,
messageProcessor: MessageProcessor
) {
super(SystemNames.NetworkUpdate);
this.queueProvider = queueProvider;
this.publisher = publisher;
this.messageProcessor = messageProcessor;
this.entityUpdateTimers = new Map();
}
public update(dt: number, game: Game) {
// 1. process new messages
this.queueProvider
.getNewMessages()
.forEach((message) => this.messageProcessor.process(message));
this.queueProvider.clearMessages();
// 2. send entity updates
const updateMessages: EntityUpdateBody[] = [];
game.forEachEntityWithComponent(
ComponentNames.NetworkUpdateable,
(entity) => {
let timer = this.entityUpdateTimers.get(entity.id) ?? dt;
timer -= dt;
this.entityUpdateTimers.set(entity.id, timer);
if (timer > 0) return;
this.entityUpdateTimers.set(entity.id, this.getNextUpdateTimeMs());
if (entity.hasComponent(ComponentNames.NetworkUpdateable)) {
updateMessages.push({
id: entity.id,
args: entity.serialize()
});
}
}
);
this.publisher.addMessage({
type: MessageType.UPDATE_ENTITIES,
body: updateMessages
});
// 3. publish changes
this.publisher.publish();
}
private getNextUpdateTimeMs() {
return Math.random() * 70 + 50;
}
}